Guidelines for joining a mod and running one.

Discuss modifications and also recruit team members.

Guidelines for joining a mod and running one.

Postby Athlete{UK} on Sun Jul 17, 2005 10:05 am

I see a lot of people jumping onto “mods” these days but you should have a think before hand. Here are a few pointers. Some from experience some has been adapted from some guidelines for joining a CG collaboration project provided by the excellent 3D-world magazine for cg artists.

1: Do some research.

Just because on the surface a mod looks amazingly professional doesn't mean it is. Get on the forums for a bit, have a look at the posts and the general attitude. A good thing is to try finding out some background info about the mod leader.

I fell for this trick once when I joined an MMORPG. It looked great on the outside but inside it was a complete joke. I didn't learn anything and it fell apart.

2: Drop the attitude.

"Leave your ego outside." When you are working for the mod get ready to see your work ripped to shreds at times. Almost certainly all your work will be criticised. This isn't done because they are picking on you. They want the best work possible and you want to be able to produce it. It's the only way you will learn

3: Learn to walk before you can run.

This goes out to all you first time mappers who think you can instantly create a new mod from scratch. Go get some experience first. Join an existing mod, learn from them, see how they are run, find out what works and what doesn't.

4: Set a good example.

If you have been in the mod for a while or even if you are the mod leader do as much as you can to show newer members and the rest of the team you are well driven and professional. This doesn't mean refer to each other by mister etc it means creating good quality work on time and not acting like a complete idiot.

5: Delegate.

When new members join the mod don't leave them floating around with nothing to do. Give them something small to get on with. That way they are not bored stiff and you have a chance help them develop their skills.

6: Advertise wisely.

Don't run into every forum you can possibly google, register and post a thread about the mod and leave. If you are going to advertise; first have a nice site and some lovely media. Go into forums you actually are interested in or a part of and actively monitor the thread, answer any questions and get people interested. As far as media goes, get some good stuff before advertising but try and keep some stuff back (you don't want to reveal all your aces straight from the off.)

7: Keep it pleasant.

As I said before you want to look professional but not like a Nazi. Have a laugh in the forums etc and try and act like a member of a community you want to see do well and thrive and have fun rather then as part of a business.

8: Reward each other.

Not the hardest but very important. Post finished work around places you know it will get looked at and pimp it out. Even crew T-shirts can have a big impact and never underestimate the power of the thumbs up emote.

9: Be positive.

Whilst you will be critical about others work don't forget to tell them what they did well. Also try and be as optimistic about everything as you can. Be realistic, but optimistic.

10: Realistic aims.

You’re working for an independent team. You can create amazing stuff but don't set your sights to high. You won’t be producing a full valve quality game just yet.


This are a few simple points. Follow them and it will help your modding experiance a lot.
Last edited by Athlete{UK} on Fri Aug 25, 2006 2:01 pm, edited 2 times in total.
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Postby Blink on Sun Jul 17, 2005 9:22 pm

Great tips
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Postby wiggle987 on Sun Jul 17, 2005 9:44 pm

*Bam* :)
Sound advice there Athlete.
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Postby Mango on Fri May 25, 2007 10:05 pm

All solid points.
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Postby Psy on Fri May 25, 2007 10:16 pm

Almost 2 years old! :O

Surely the oldest thread?
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Postby Blink on Fri May 25, 2007 10:25 pm

Plenty of older ones, like this:

http://www.interlopers.net/forum/viewtopic.php?t=45

This thread is far more useful though.
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Re: Guidelines for joining a mod and running one.

Postby jhonny_paradox on Tue Feb 19, 2008 11:48 pm

This thread is very useful. :wink:
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Re: Guidelines for joining a mod and running one.

Postby reaper on Tue Jul 28, 2009 6:59 pm

number 7 is so true. you dont want fanboys who will ask every week "are you done yet". announce it ehen its 75% complete.
i mean sega announces their games right when they get they get the idea
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Re: Guidelines for joining a mod and running one.

Postby no00dylan on Tue Jul 28, 2009 7:16 pm

:smt023
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Re: Guidelines for joining a mod and running one.

Postby Major Banter on Tue Jul 28, 2009 7:28 pm

Can we add this to the front page or something?

IF YOU WANT TO POST YOUR "AWESOME" MOD, PLEASE READ THIS FIRST

Or perhaps a little less blatant.
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Re: Guidelines for joining a mod and running one.

Postby -ZOMG on Fri May 07, 2010 5:58 pm

Fantastic guide.

Could use one of these on facepunch.
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Re: Guidelines for joining a mod and running one.

Postby Pwnd_Ja on Fri May 07, 2010 7:09 pm

-ZOMG wrote:Fantastic guide.

Could use one of these on facepunch.


Necrobump.
Also, we don't say the "f" word in these forums.
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-MELVIn: my monitor was set as the default communication device
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Re: Guidelines for joining a mod and running one.

Postby marks on Fri May 07, 2010 7:19 pm

dude the thread is stickied, its hardly a bump lol
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Re: Guidelines for joining a mod and running one.

Postby GreenPepper on Tue Nov 29, 2016 9:05 am

The post above is from a spambot/spammer, you can tell they inserted a link in the quote (a sneaky method).
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Re: Guidelines for joining a mod and running one.

Postby LordDz on Wed Nov 30, 2016 12:51 am

Come hang out in the steam group instead, these forums are quite dead.
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